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Plasma cannons. Radiation damage causes only 33% applied damage to the hull, and 200% to crew and components. Void damage is the follow up at 50% and 150% respectively. The large-sized Interceder plasma cannons are best for crew-only damage, as they have very large radiation damage relative to standard damage, and a higher cripple rate of 50%. The small plasma cannons are the worst.
An alternative option is to choose weapons with high crippling rates (eg Torpedoes) and add multiple modules that increase crippling rate such that you end up with a very high chance of crippling. Both the Aftershocks and Electrical Fire crippling effects of Torpedoes will cause crew/component damage. The idea here is to fire as many small high-chance crippling attacks as possible, to stack many crippling effects.
There are a good number of post-boarding talents you can use, since one talent can only be used once per ship combat. Try to get several which do crew damage like crossfire; assassin and sniper have some. Also try the morale damage talents. In one particular boarding run, it's more effective to concentrate on either morale or crew; don't mix them.
I mostly did crew boarding, the weapons were effective, maybe too much. In the end i got bored, all crews fight were too easy, and ship combat was too easy.
The game seems not really well balanced after first era, as once you stack the numbers in your favor, nothing can touch you even with a ship such as the sword cutter, so i cannot imagine with bigger ships with much higher crew pools.
In the end it's not as much what is most effective, but what are the fastest weapon to finish the combat as you know the issue will be a win.
Game is still really fun and worth playing, i just think it's best not to be too effective as it'll kill any kind of challenge in game and remove most of the fun.
There are talents to increase salvage, as you noticed. Yes, the salvaging component works in this regard.
However, there are also talents to buff ransom.
And of course if you board you can also get the cargo. Assuming you can store and sell what you steal, and that you are okay with the reputation hit, you can make some good money this way.
Cheers.
I think this hits the nail on the head. It's not just about which piece/part/component, but how you train your crew. Any of the weapons systems can work depending on your approach toward the enemy. Theoretically, if you wanted to soften them up first, think about skills/cards that keep them out of ideal range of their weapons. When I build a "rush" ship, I usually care more about buffing my crew (and making sure I'm watching that I don't accidentally spend a bunch of time on a soldier with a super low fortitude number, etc...) I like to downgrade my weapons systems in favor of adding modules that allow me to dictate the course of the battle. I know that for my playstyle, dealing boarding damage is way more consistent than trying to balance ship to ship combat w/ crew damage. (imho)
It all comes down to what's most fun for you! Let us know if you come up with a great strat!